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# -*- coding: utf-8 -*-
"""
================================================================================
油锅·右键转换引擎(服务端)
================================================================================
处理"油锅"(xy_youguo) 分类下的右键转换:
倒油(油罐->玻璃罐) / 取油(玻璃罐->油罐) / 放料(满油锅+裹粉->炸物生) /
出锅(熟炸物+盘子->掉落盘装成品)
【事件监听在哪?】
本类【不】监听任何事件!
所有事件由 FeatureDispatcher 统一监听, 按 blockOwner 路由到本类 handleBlockUse。
【本类怎么做】
handleBlockUse <- 入口: 分发器转发右键方块事件
└─ handleSwitch <- 通用转换(倒油/取油/放料/出锅)
【计时在?】
放料后的炸制计时在 YouguoTimerService, 本类只负责"开始计时"(startTimer 字段调
FeatureDispatcher.startTimerFor 转发, 记录玩家以便完成/暂停提示送达)。
================================================================================
"""
import time
import mod.server.extraServerApi as serverApi
# ---- 网易API基础对象 ----
ServerSystem = serverApi.GetServerSystemCls() # 服务端系统基类
comp = serverApi.GetEngineCompFactory() # 组件工厂
# ---- 继承 BlueFox 框架的系统基类(提供 CreateEngineItemEntity 等方法) ----
from ....BlueFoxTools.SpecialFunciton.BlueFoxSystem import BlueFoxServerSystem
from ....BlueFoxTools.ToolsConfig import LevelId
# ---- 只导入油锅自己的数据库 ----
from ..YouguoData import SWITCH_RULES
# ---- 统一分发器 ----
from ...service.FeatureDispatcher import FeatureDispatcher
class YouguoService(BlueFoxServerSystem):
"""
油锅·右键转换引擎
"""
def __init__(self, namespace, systemName):
super(YouguoService, self).__init__(namespace, systemName)
print "===== YouguoService init ====="
# ---- (方块, 手持物品) -> 规则: O(1) 查找 ----
self.recipes = {}
self.featureBlocks = set()
for r in SWITCH_RULES:
self.recipes[(r["block"], r.get("item"))] = r
self.featureBlocks.add(r["block"])
# ---- 右键冷却表 ----
self.cooldown = {}
# ---- 注册到统一分发器 ----
FeatureDispatcher.register(self)
# ============================================================================
# 一、给 FeatureDispatcher 的接口
# ============================================================================
def getFeatureBlocks(self):
"""返回本功能管辖的所有右键方块名集合"""
return self.featureBlocks
def getItemUseOnRules(self):
"""手持物品右键方块表面不需要单独路由(放料/出锅都是右键方块本身), 返回空"""
return {}
def handleBlockUse(self, args):
"""由 FeatureDispatcher 转发的右键方块入口"""
blockName = args.get("blockName")
playerId = args.get("playerId")
x, y, z = args.get("x"), args.get("y"), args.get("z")
pos = (x, y, z)
dim = comp.CreateDimension(playerId).GetEntityDimensionId()
key = (dim, x, y, z)
itemDict = self.getCarriedItem(playerId)
recipe = self.recipes.get((blockName, itemDict.get("newItemName") if itemDict else None))
if not recipe:
return False
if not self.checkCooldown(key, 0.4):
return True
self.handleSwitch(recipe, playerId, pos, dim, itemDict)
return True
# ============================================================================
# 二、通用转换执行
# ============================================================================
def handleSwitch(self, recipe, playerId, pos, dim, itemDict):
# 需要下方方块(放料: 油锅下须是点燃的炉灶才计时炸制): 不满足则提示并拦截
needBelow = recipe.get("needBelow")
if needBelow and not self._belowIs(dim, pos, needBelow):
comp.CreateMsg(playerId).NotifyOneMessage(
playerId, recipe.get("belowTip", "§c下方方块不符合"))
return
# 消耗物品(数量不足则拦截, 不转换)
consume = recipe.get("consume", 0)
if consume > 1 and itemDict is not None and (itemDict.get("count") or 0) < consume:
comp.CreateMsg(playerId).NotifyOneMessage(
playerId, "§c数量不足, 需要 %d 个" % consume)
return
if consume > 0:
self.consumeItem(playerId, itemDict, consume)
# 出锅: 熟炸物消失 + 掉落盘装成品(掉落物形式)
action = recipe.get("action")
if action == "take_out":
self.clearBlock(pos, dim)
self.dropItem(dim, pos, recipe["dropItem"])
# 替换方块(倒油/取油/放料)
if recipe.get("target"):
self.replaceBlock(pos, dim, recipe["target"], playerId)
# 放料后启动计时(记录发起玩家, 炸好/暂停提示能送达)
if recipe.get("startTimer"):
FeatureDispatcher.startTimerFor(recipe["startTimer"], dim, pos, playerId)
# 给背包物品(倒油给玻璃罐 / 取油给油罐)
if recipe.get("give"):
self.giveItem(playerId, recipe["give"])
# 提示
if recipe.get("tip"):
comp.CreateMsg(playerId).NotifyOneMessage(playerId, recipe["tip"])
# ============================================================================
# 三、工具方法:判断正下方是否指定方块(点燃炉灶)
# ============================================================================
def _belowIs(self, dim, pos, blockName):
try:
b = comp.CreateBlockInfo(LevelId).GetBlockNew((pos[0], pos[1] - 1, pos[2]), dim)
return bool(b) and b.get("name") == blockName
except Exception:
return False
# ============================================================================
# 四、工具方法:获取玩家主手物品
# ============================================================================
def getCarriedItem(self, playerId):
itemComp = comp.CreateItem(playerId)
return itemComp.GetPlayerItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED, 0, True)
# ============================================================================
# 五、工具方法:给玩家物品
# ============================================================================
def giveItem(self, playerId, itemName, count=1, aux=0):
try:
itemDict = {"itemName": itemName, "count": count, "auxValue": aux}
comp.CreateItem(playerId).SpawnItemToPlayerInv(itemDict, playerId)
except Exception:
pass
# ============================================================================
# 六、工具方法:消耗物品
# ============================================================================
def consumeItem(self, playerId, itemDict, amount=1):
if itemDict is None:
return
count = itemDict.get("count", 0)
if count <= amount:
comp.CreateItem(playerId).SetEntityItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
{"itemName": "minecraft:air", "count": 0, "auxValue": 0})
else:
itemDict["count"] = count - amount
comp.CreateItem(playerId).SetEntityItem(
serverApi.GetMinecraftEnum().ItemPosType.CARRIED,
{"itemName": itemDict["newItemName"],
"count": itemDict["count"],
"auxValue": itemDict.get("newAuxValue", 0),
"userData": itemDict.get("userData", {})})
# ============================================================================
# 七、工具方法:以掉落物形式生成物品
# ============================================================================
def dropItem(self, dim, pos, itemName, count=1, aux=0):
try:
itemDict = {"itemName": itemName, "count": count, "auxValue": aux}
self.CreateEngineItemEntity(itemDict, dim, (pos[0], pos[1] + 0.5, pos[2]))
except Exception:
pass
# ============================================================================
# 八、工具方法:替换方块 / 清空方块(清空时 aux 强制 0, 兼容定向变体)
# ============================================================================
def replaceBlock(self, pos, dim, newBlockName, playerId=None):
creator = playerId if playerId is not None else LevelId
aux = 0
try:
oldBlock = comp.CreateBlockInfo(creator).GetBlockNew(pos, dim)
aux = oldBlock.get("aux", 0)
except Exception:
aux = 0
comp.CreateBlockInfo(creator).SetBlockNew(
pos, blockDict={"name": newBlockName, "aux": aux},
oldBlockHandling=0, dimensionId=dim)
def clearBlock(self, pos, dim):
comp.CreateBlockInfo(LevelId).SetBlockNew(
pos, blockDict={"name": "minecraft:air", "aux": 0},
oldBlockHandling=0, dimensionId=dim)
# ============================================================================
# 九、工具方法:冷却检查
# ============================================================================
def checkCooldown(self, key, cd=0.4):
now = time.time()
last = self.cooldown.get(key, 0)
if now - last < cd:
return False
self.cooldown[key] = now
return True
@@ -0,0 +1,249 @@
# -*- coding: utf-8 -*-
"""
================================================================================
油锅·计时炸制引擎(服务端)
================================================================================
只处理"油锅"(xy_youguo) 分类下的【计时自动转换】:
炸物(生) -> 60秒 -> 炸物(半熟) -> 30秒 -> 炸物(熟)
天妇罗/炸饺子: 生 -> 60秒 -> 熟
【计时判定(用户指定, 与蒸笼一致)】
- 炸物方块【正下方】必须是 点燃的炉灶(stove_2) 才开始计时
- 计时数据仍在【炸物方块本身】上(炸物方块 tick 时判定下方炉灶)
- 炉灶被移走/熄灭 -> 暂停计时(数据保留, 炉灶回来继续) + 提示发起玩家
【事件监听在哪?】
本类【不】监听任何事件!
ServerBlockEntityTickEvent 由 FeatureDispatcher 统一监听, 再按 timerOwner
路由到本类的 handleBlockEntityTick。计时用绝对时间戳写方块实体数据,
退出重进继续计时。
================================================================================
"""
import time
import mod.server.extraServerApi as serverApi
# ---- 网易API基础对象 ----
ServerSystem = serverApi.GetServerSystemCls() # 服务端系统基类
comp = serverApi.GetEngineCompFactory() # 组件工厂
# ---- 继承 BlueFox 框架的系统基类 ----
from ....BlueFoxTools.SpecialFunciton.BlueFoxSystem import BlueFoxServerSystem
from ....BlueFoxTools.ToolsConfig import LevelId
# ---- 方块实体数据组件(计时持久化: 开始时间戳+时长写进方块) ----
blockEntityDataComp = comp.CreateBlockEntityData(LevelId)
# ---- 只导入油锅自己的数据库 ----
from ..YouguoData import TIMER_RULES
# ---- 统一分发器 ----
from ...service.FeatureDispatcher import FeatureDispatcher
class YouguoTimerService(BlueFoxServerSystem):
"""
油锅·计时炸制引擎
"""
def __init__(self, namespace, systemName):
super(YouguoTimerService, self).__init__(namespace, systemName)
print "===== YouguoTimerService init ====="
# ---- 计时规则: source -> [规则...] ----
self.timerMap = {}
for t in TIMER_RULES:
self.timerMap.setdefault(t["source"], []).append(t)
# ---- 注册到分发器的计时路由表 ----
FeatureDispatcher.registerTimer(self)
# ============================================================================
# 一、给 FeatureDispatcher 的接口
# ============================================================================
def getTimerBlocks(self):
"""返回本功能的所有"计时源方块"集合(tick 路由用)"""
return set(self.timerMap.keys())
def handleBlockEntityTick(self, args):
"""由 FeatureDispatcher 转发的计时方块 tick 入口"""
dim = args.get("dimension")
pos = (args.get("posX"), args.get("posY"), args.get("posZ"))
blockName = args.get("blockName", "")
self._tickProcess(dim, pos, blockName)
# ============================================================================
# 二、启动计时(右键放料后由 YouguoService 通过 startTimerFor 转发)
# ============================================================================
def startTimer(self, dim, pos, blockName, playerId=None):
rules = self.timerMap.get(blockName)
if not rules:
return False
rule = self._pickRule(rules, dim, pos)
if not rule:
return False
try:
data = blockEntityDataComp.GetBlockEntityData(dim, pos)
if data and data["rtdd_tid"] == blockName:
return False
except Exception:
pass
self._writeTimerData(dim, pos, rule, playerId)
return True
# ============================================================================
# 三、tick 检查与到点转换
# ============================================================================
def _pickRule(self, rules, dim, pos):
"""按"下方方块"匹配规则(点燃炉灶), 返回命中的规则; 无命中返回 None"""
belowPos = (pos[0], pos[1] - 1, pos[2])
try:
b = comp.CreateBlockInfo(LevelId).GetBlockNew(belowPos, dim)
belowName = b.get("name") if b else ""
except Exception:
belowName = ""
for rule in rules:
if belowName in rule.get("below", [belowName]):
return rule
return None
def _tickProcess(self, dim, pos, blockName):
try:
rules = self.timerMap.get(blockName)
if not rules:
return
blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
if blockData is None:
return
try:
tid = blockData["rtdd_tid"]
except Exception:
tid = ""
if tid != blockName:
# autoStart: 计时源方块无计时数据且下方点燃炉灶时自动启动
if any(r.get("autoStart", True) for r in rules):
rule = self._pickRule(rules, dim, pos)
if rule:
self._writeTimerData(dim, pos, rule, None)
return
# 计时中: 下方点燃炉灶被移走/熄灭 -> 暂停 + 提示
rule = self._pickRule(rules, dim, pos)
if rule is None:
self._handleBelowBroken(dim, pos, blockName, blockData, rules)
return
tstart = blockData["rtdd_tstart"]
tdur = blockData["rtdd_tdur"]
if time.time() - tstart >= tdur:
self._finishTimer(dim, pos, rule, blockData)
except Exception:
pass
def _handleBelowBroken(self, dim, pos, blockName, data, rules):
"""下方点燃炉灶被移走/熄灭: 暂停计时(数据保留, 炉灶回来继续) + 提示发起玩家"""
self._notifyIfOnline(data.get("rtdd_tp"), "§c油锅下的炉灶移走了, 暂停炸制")
def _finishTimer(self, dim, pos, rule, data):
try:
cur = comp.CreateBlockInfo(LevelId).GetBlockNew(pos, dim)
if cur and cur.get("name") != rule["source"]:
self._clearTimerData(dim, pos)
return
# 到点转换
self.replaceBlock(pos, dim, rule["target"], None)
self._clearTimerData(dim, pos)
tip = rule.get("doneTip", "")
if tip:
self._notifyIfOnline(data.get("rtdd_tp"), tip)
if not data.get("rtdd_tp"):
self._notifyNearby(dim, pos, tip)
except Exception:
pass
# ============================================================================
# 四、计时数据读写(存在方块实体数据里,重启不丢)
# ============================================================================
def _writeTimerData(self, dim, pos, recipe, playerId=None):
try:
blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
if blockData is None:
return
now = time.time()
blockData["rtdd_tid"] = recipe["source"]
blockData["rtdd_tstart"] = now
blockData["rtdd_tdur"] = recipe.get("time", 60)
blockData["rtdd_tp"] = playerId if playerId else ""
except Exception:
pass
def _clearTimerData(self, dim, pos):
try:
blockData = blockEntityDataComp.GetBlockEntityData(dim, pos)
if blockData is None:
return
blockData["rtdd_tid"] = ""
blockData["rtdd_tstart"] = 0
blockData["rtdd_tdur"] = 0
blockData["rtdd_tp"] = ""
except Exception:
pass
# ============================================================================
# 五、提示工具
# ============================================================================
def _notifyIfOnline(self, playerId, tip):
if not tip or not playerId:
return
try:
ids = comp.CreateGame(LevelId).GetAllPlayerIds()
if playerId in ids:
comp.CreateMsg(playerId).NotifyOneMessage(playerId, tip)
except Exception:
pass
def _notifyNearby(self, dim, pos, tip, radius=6):
"""完成提示兜底: 发起玩家不在/未知时, 提示该方块附近(三维距离)的在线玩家"""
if not tip:
return
try:
r2 = radius * radius
for pid in comp.CreateGame(LevelId).GetAllPlayerIds():
try:
if comp.CreateDimension(pid).GetEntityDimensionId() != dim:
continue
fp = comp.CreatePos(pid).GetFootPos()
if fp is None:
continue
dx = fp[0] - pos[0]
dy = fp[1] - pos[1]
dz = fp[2] - pos[2]
if dx * dx + dy * dy + dz * dz <= r2:
comp.CreateMsg(pid).NotifyOneMessage(pid, tip)
except Exception:
pass
except Exception:
pass
# ============================================================================
# 六、工具方法:替换方块
# ============================================================================
def replaceBlock(self, pos, dim, newBlockName, playerId=None):
creator = playerId if playerId is not None else LevelId
aux = 0
try:
oldBlock = comp.CreateBlockInfo(creator).GetBlockNew(pos, dim)
aux = oldBlock.get("aux", 0)
except Exception:
aux = 0
comp.CreateBlockInfo(creator).SetBlockNew(
pos, blockDict={"name": newBlockName, "aux": aux},
oldBlockHandling=0, dimensionId=dim)
@@ -0,0 +1 @@
# -*- coding: utf-8 -*-